.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old October 30th, 2009, 08:10 PM
Quitti's Avatar

Quitti Quitti is offline
Captain
 
Join Date: Aug 2008
Location: Finland
Posts: 827
Thanks: 23
Thanked 27 Times in 27 Posts
Quitti is on a distinguished road
Default Re: Gem usage

Yep, being stealthy is the key. Even if the army gets routed, the scout should be safe (considering that it doesn't participate in the combat). This can though backfire in the way that if your army routs, and you need the gems for the routed forces next turn for something, they are still in the province you were moving to. Also, if your army gets attacked for some reason in the province they were in, the scout moves on but the army might not. You can also store magic gems (not blood slaves though) on another mage/commander in the battlefield that doesn't have the magic skill associated with the gems - they won't use them as far as I know, since they effectively can't cast anything from the path.

But generally, about gem usage. It can be used to great effect. Gems can be used by mages to:
1 gem -> boost path by one
x gems -> pay the spellcost

let's have an example: Shadow Blast consumes one magic death gem to cast it. You give the d2 mage 2 gems and script it to cast Shadow Blast x2. The mage gets all "YAY GEMS" in battle, and uses the first gem to boost it's death path temporarily to 3 for the first shadow blast spell to reduce the fatigue and then consumes the second gem for the spell itself. The mage then proceeds to it's next order, which would be shadow blast again, but it has no gems left, because it burned it off to the first spell, so it probably goes and promptly summons a few skeletons and goes unconscious from the fatigue, or something as useful as that. What I'm trying to say is to usually give either few extra gems to the mage for the fight if you can afford it, or simply use very few gem consuming spells per scripting.
Reply With Quote
The Following User Says Thank You to Quitti For This Useful Post:
  #2  
Old October 30th, 2009, 08:50 PM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: Gem usage

Yeah, when I want a mage to cast a second gem costing spell I usually give him enough gems so that he can waste all he can and still has enough for the second.

Quote:
Originally Posted by Quitti
This can though backfire in the way that if your army routs, and you need the gems for the routed forces next turn for something, they are still in the province you were moving to. Also, if your army gets attacked for some reason in the province they were in, the scout moves on but the army might not.
Simple solution. Each army has two scouts following.
One moving to the same territory the army is on into the province where the army is now (although when routing your stuff often ends up in 3 provinces and you have to regroup in any case).
Reply With Quote
The Following User Says Thank You to Illuminated One For This Useful Post:
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:12 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.